Oxygen Not Included

Oxygen Not Included

Sweep Those Eggs
124 Comments
Jaggid Edje 14 Aug @ 8:59am 
Ah, yes, I do understand what you're saying.
There's a setting in fast track called "Background Room Rebuild" which I believe is related to room calculations. If I have the glitch again I will see if disabling that option resolves it.
Fumihiko  [author] 14 Aug @ 8:47am 
Sure, but it does get the eggs from the room data. If the room data returns all eggs, I would expect the room count to also do that. All very weird.
Jaggid Edje 14 Aug @ 8:44am 
Note it's not the critter count on the bulletin board that is the problem, it's the fact that it is issuing a sweep order on all eggs on the entire asteroid, rather than just in the room where it is located.
Jaggid Edje 14 Aug @ 8:44am 
No, the critter sensors still work fine when it happens.

This last time that it happened (today) I was able to resolve it after a game restart by building the bulletin board in a different spot in the room, whereas building in the same spot just caused the issue to continue. It's very bizarre (and maybe just a total coincidence).
Fumihiko  [author] 14 Aug @ 8:38am 
The game already makes statistics for rooms. This mod simply accesses the values of those. Optimization could cause your issue.

Do other buildings also report a wrong critter number?
Jaggid Edje 14 Aug @ 5:11am 
Forgot to mention, I do use Fast Track, so that may be part of the issue.

I also should indicate it is a super rare problem. I'm on cycle ~1350 on this playthrough and it has only happened twice so far. The first time it caused serious problems because by the time I noticed it my Pacu ranches (and hatching chamber) were entirely devoid of Pacu due to a failed builletin board in a Glossy Drecko ranch on the other side of the asteroid....
Jaggid Edje 14 Aug @ 5:07am 
I have an issue with this mod where sometimes it bugs out and instead of marking eggs in the room for sweeping based on the settings, it marks all eggs on the entire asteroid. It doesn't happen all the time, most of the time it works properly, but then randomly out of the blue one of the bulletin boards in a single ranch will 'break' and mark all eggs, everywhere...and once it breaks then all future bulletin boards in that room will be broken, even deconstructing and building a new one has the same problem and restarting the game doesn't resolve it.
meishka16 18 Mar, 2024 @ 12:54pm 
well, based on the update and the fact that my 225 room is now reading 19 critters, i'm guessing you changed it anyways xD
thank you so much!~
meishka16 18 Mar, 2024 @ 12:41pm 
hey, but that's an answer I can work with! a 200 space limit is still heckin lots better than 96, after all xD if you do decide to change it, apparently the game itself won't recognize rooms bigger than 256 cells, but even if you don't, at least I know what I can work with! thanks so much!~ <3
Fumihiko  [author] 18 Mar, 2024 @ 10:53am 
Uff. Difficult question. The game supplies "cavity" objects, which already remembers some entities per cavity (usually rooms). I don't know the limits and I think to remember issues regarding updates to that list. That code could also have changed since I made the mod, so don't take this for certain.

[checking the source...]

Ah yeah. I have inserted a 200 tile limit to reduce CPU load. I don't calculate entity age order for these. I guess that's arbitrary and could be removed.
meishka16 17 Mar, 2024 @ 11:41pm 
so, I've got this installed, and used a different mod that let me expand room sizes. the room is recognized as a ranch, but this mod doesn't recognize that I have any critters. it currently says 0/8 in a room that has 19 critters. I made sure I do in fact have a sweep only storage that accepts eggs, so that shouldn't be the problem. is this mod simply not compatible with bigger rooms? or am I doing something wrong? I don't have it hooked up to anything, since it can't take power or automation. also, the ranch's specific room name is Agricultural, which I believe is part of the other mod, not the game itself, so I'm wondering if that might be the problem? I'm rather attached to my bigger rooms, but I can turn off the agricultural room and go back to stable, if that's what it'd take...
Fumihiko  [author] 3 Mar, 2024 @ 1:07am 
Fixed.
Arathel 2 Mar, 2024 @ 5:55am 
Hi Fumihiko, this seems to have been broken by the latest QoL patch, can you update?
Fumihiko  [author] 7 Dec, 2023 @ 1:36pm 
Yes they do. I wouldn't know that there is. Seems pointless to me anyway.
Phantom 6 Dec, 2023 @ 10:06pm 
Will the eggs die if left in storage? Can you make or do you know of a mod that makes it so eggs won't hatch and die in storage?
[sd] QooLiO 1 Oct, 2023 @ 9:10am 
Thank you @Fumihiko - clearing the download cache, then unsubcribing, then resubscribing helped to resolve the issue.
Fumihiko  [author] 18 Sep, 2023 @ 7:08am 
You are not up to date. Install Mod Updater. Try clearing the download cache, then unsubcribing, then resubscribing can help Link
[sd] QooLiO 17 Sep, 2023 @ 6:43am 
Tried to build this building. Game crashed with MissingMethodException: void Capturable.MarkForCapture(bool,PrioritySetting)
Fumihiko  [author] 31 Jul, 2023 @ 11:18am 
True. Someone made me aware of an existing sprite I could cut out and re-use. But it's just not worth investing the time to learn how sprites work.
Varrgas 2.0 30 Jul, 2023 @ 9:08pm 
nice mod, a custom art would be amazing to not be confuse with other sensor with this visual
nipodemos 24 Oct, 2022 @ 1:32pm 
this mod is amazing, i'm using it for several months now, and with it I can have automated ranches without sweeper, VERY USEFUL in the early and mid game
Flynn 19 Oct, 2022 @ 9:22am 
It seems the mod works with rooms up to 200 tiles big. Above that, it stops counting correctly.
Great mod nonetheless :steamthumbsup:
Dirmagnos 25 May, 2022 @ 5:58pm 
Is there for me to edit this cap in some way? Like with ILSpy?
Dirmagnos 23 May, 2022 @ 4:14pm 
Hmm, i have used this mod for quite awhile. Altho not with Spaced Out(and i havent played in like a year). Did not have problem with room size limit before(even with large rooms).
And yeah, i have mod that allow customize room size limits, so my stables are max 512 tiles. Shame really, really useful mod.
Fumihiko  [author] 23 May, 2022 @ 1:18pm 
I suspected as much. There is a room size limit. I think it's bigger than regular rooms, but it won't work in open spaces.
Dirmagnos 23 May, 2022 @ 4:53am 
Ok, for whatever reason picture defaulted to private later on. Made it public again.
I also have 177 mods installed, but trying to move mod up and down in load order did nothing.
Fumihiko  [author] 22 May, 2022 @ 11:19am 
Just a plank page. Tried different browsers. Perhaps the service is down
Dirmagnos 22 May, 2022 @ 10:32am 
Does not work for me. Sensor does not detect critters.
https://imgur.com/a/NfvyMns
Nycidian 26 Feb, 2022 @ 5:17am 
Thanks for the update I would have serious trouble enjoying the game without this mod far to much micromanaging otherwise.
Fumihiko  [author] 26 Feb, 2022 @ 4:41am 
I thought so much. I had a problem with this utility function, so I made my own. It seems like they updated how it works and the utility function is good now.
Nycidian 26 Feb, 2022 @ 4:19am 
@Fumihiko

https://forums.kleientertainment.com/klei-bug-tracker/oni/missing-mod-build-items-in-menu-r34127/

Answer: "Mods using our supported ModUtil.AddBuildingToPlanScreen to add buildings are unaffected. This mod is not using that method and needs to be updated by the author. "
Fumihiko  [author] 26 Feb, 2022 @ 4:15am 
You are right, it won't get added to the building menu for some reason.
Grimington 26 Feb, 2022 @ 1:58am 
Hi, im not sure but the newest hotfix disabled your building from building menu (it is still visible on reaserch + the ones i've build are still in game but i can't find it in building menu to place new ones )
LORD_K 25 Jan, 2022 @ 12:32pm 
It was like I said before, I couldn't go into the water. But leave it as is. Thanks for the information. I almost never make critter farms.
Fumihiko  [author] 25 Jan, 2022 @ 12:06pm 
buildingDef.Floodable will only make it so the building can be placed underwater. It will still not count the creatures any differently.

Seeing your picture I know what's the actual problem. Rooms only work up to 200 tiles. Your room is just too big.
LORD_K 25 Jan, 2022 @ 9:11am 
Not count fish eggs: always is ZERO, SEE:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2731402969
LORD_K 25 Jan, 2022 @ 8:54am 
I can't test it, because I didn't learn how to download the code and recompile it; I believe that just insert the line below, and test to see if it works:

buildingDef.Floodable = False
Fumihiko  [author] 25 Jan, 2022 @ 7:53am 
I looked at the code and couldn't find the logic for it. I don't know where to start.

About an alternative, personally I place the eggs on land next to the water. Once the fish hatch they will jump into the water. You can automate the egg collection with auto-sweeper and conveyor belts. Not perfect, I know.
LORD_K 24 Jan, 2022 @ 12:46pm 
@strudo76:
it didn't work for me, so I tried underwater, it didn't work either, as there was no free space between the maximum water level and the rest of the area, there was no alternative. I really wanted to use the mod.
Fumihiko  [author] 24 Jan, 2022 @ 12:21pm 
I expect it to not work underwater. It's probably difficult to change the code to make it work. I need at least a couple days to evaluate.
strudo76 23 Jan, 2022 @ 8:37pm 
@LORD_K I don't think you'd need to construct it under water, as long as it's in the same room I think it would work. Haven't tried personally.
LORD_K 23 Jan, 2022 @ 10:18am 
no work under water. I hope control max fish eggs.
꧁༺Vïñçï༻꧂ 9 Dec, 2021 @ 4:23am 
@Fumihiko FYI , this is how I change the storage.storageFilters.

var filters = new HashSet<Tag>();
filters.UnionWith(STORAGEFILTERS.BAGABLE_CREATURES);
filters.UnionWith(STORAGEFILTERS.SWIMMING_CREATURES);
storage.storageFilters = filters.ToList();
Fumihiko  [author] 6 Dec, 2021 @ 11:13am 
Btw, a bit of a trap here. Since storage.storageFilters is a reference to STORAGEFILTERS.BAGABLE_CREATURES, changing it in CreatureDeliveryPointConfig would have changed it globally again. It's the same object. I had to make a copy before editing it.
Fumihiko  [author] 6 Dec, 2021 @ 11:08am 
Fixed it. Shouldn't be possible to cause you any trouble now.
Fumihiko  [author] 6 Dec, 2021 @ 10:52am 
Fair points.
꧁༺Vïñçï༻꧂ 6 Dec, 2021 @ 4:41am 
Just gone over your code, because of bug report about the 'SwimmingCreature' problem.
I see you changed the menber of the constant 'STORAGEFILTERS.BAGABLE_CREATURES' while you trying to add 'SwimmingCreature' to the CreatureDeliveryPoint's storage filter. Thus made my code of union 'STORAGEFILTERS.BAGABLE_CREATURES' and 'STORAGEFILTERS.SWIMMING_CREATURES' a failure, because of the duplicate 'SwimmingCreature'.
Thoud I've change my storage.storageFilters to construct from a HashSet, I suggest you just patch the 'CreatureDeliveryPointConfig.ConfigureBuildingTemplate' function to modify the storage.storageFilters directly only for CreatureDeliveryPoint. After all, changing the constants is really a dangerous behavior, you never know what else could be affected. :)
✯ Erny ✯ 1 Dec, 2021 @ 12:53pm 
that did the magic! thank you very much!
Fumihiko  [author] 1 Dec, 2021 @ 12:30pm 
Have you installed Mod Updater? It's basically a necessity.
✯ Erny ✯ 1 Dec, 2021 @ 10:24am 
i get the message mod out of date